/Engine/Source/Runtime/Engine/Classes/GameFramework/GameStateBase.h
GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated.
class AGameStateBase : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)
TObjectPtr<AGa...
AuthorityGameMode
Instance of the current game mode, exists only on the server.
bool
bReplicatedHasBegunPlay
Replicated when GameModeBase->StartPlay has been called so the client will also start play
TSubclassOf<AG...
GameModeClass
Class of the server's game mode, assigned by GameModeBase.
uint32
NumServerWorldTimeSecondsDeltas
The number of server world time deltas accumulated in SumServerWorldTimeSecondsDelta - used for computing the mean
TArray<TObject...
PlayerArray
Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)
double
ReplicatedWorldTimeSecondsDouble
float
ServerWorldTimeSecondsDelta
The difference from the local world's TimeSeconds and the server world's TimeSeconds.
float
ServerWorldTimeSecondsUpdateFrequency
Frequency that the server updates the replicated TimeSeconds from the world.
TSubclassOf<AS...
SpectatorClass
Class used by spectators, assigned by GameModeBase.
double
SumServerWorldTimeSecondsDelta
Cumulative sum of computed server world time deltas for smoothed-averaging
FTimerHandle
TimerHandle_UpdateServerTimeSeconds
Handle for efficient management of the UpdateServerTimeSeconds timer